attribute vec4 position;
attribute vec4 normal;
attribute vec3 diffuseMaterial;

uniform mat4 projection;
uniform mat4 modelview;
uniform mat3 normalMatrix;

varying vec3 eyespaceNormal;
varying vec4 diffuse;

void main(void)
{
eyespaceNormal = normalMatrix * normal;
diffuse = diffuseMaterial;
gl_Position = projection * modelview * position;
}